/* Direct3D ExecuteBuffer
 * Copyright (c) 1998-2004 Lionel ULMER
 * Copyright (c) 2002-2004 Christian Costa
 * Copyright (c) 2006      Stefan Dösinger
 *
 * This file contains the implementation of IDirect3DExecuteBuffer.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include "wine/port.h"

#include <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>

#define COBJMACROS
#define NONAMELESSUNION

#include "windef.h"
#include "winbase.h"
#include "winnls.h"
#include "winerror.h"
#include "wingdi.h"
#include "wine/exception.h"
#include "excpt.h"

#include "ddraw.h"
#include "d3d.h"

#include "ddraw_private.h"
#include "wine/debug.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d7);

/*****************************************************************************
 * _dump_executedata
 * _dump_D3DEXECUTEBUFFERDESC
 *
 * Debug functions which write the executebuffer data to the console
 *
 *****************************************************************************/

static void _dump_executedata(LPD3DEXECUTEDATA lpData) {
    DPRINTF("dwSize : %d\n", lpData->dwSize);
    DPRINTF("Vertex      Offset : %d  Count  : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
    DPRINTF("Instruction Offset : %d  Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
    DPRINTF("HVertex     Offset : %d\n", lpData->dwHVertexOffset);
}

static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
    DPRINTF("dwSize       : %d\n", lpDesc->dwSize);
    DPRINTF("dwFlags      : %x\n", lpDesc->dwFlags);
    DPRINTF("dwCaps       : %x\n", lpDesc->dwCaps);
    DPRINTF("dwBufferSize : %d\n", lpDesc->dwBufferSize);
    DPRINTF("lpData       : %p\n", lpDesc->lpData);
}

/*****************************************************************************
 * IDirect3DExecuteBufferImpl_Execute
 *
 * The main functionality of the execute buffer
 * It transforms the vertices if necessary, and calls IDirect3DDevice7
 * for drawing the vertices. It is called from
 * IDirect3DDevice::Execute
 *
 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
 *
 * Don't declare this static, as it's called from device.c,
 * IDirect3DDevice::Execute
 *
 * Params:
 *  Device: 3D Device associated to use for drawing
 *  Viewport: Viewport for this operation
 *
 *****************************************************************************/
void
IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
                                   IDirect3DDeviceImpl *lpDevice,
                                   IDirect3DViewportImpl *lpViewport)
{
    /* DWORD bs = This->desc.dwBufferSize; */
    DWORD vs = This->data.dwVertexOffset;
    /* DWORD vc = This->data.dwVertexCount; */
    DWORD is = This->data.dwInstructionOffset;
    /* DWORD il = This->data.dwInstructionLength; */

    char *instr = (char *)This->desc.lpData + is;

    /* Should check if the viewport was added or not to the device */

    /* Activate the viewport */
    lpViewport->active_device = lpDevice;
    lpViewport->activate(lpViewport);

    TRACE("ExecuteData :\n");
    if (TRACE_ON(d3d7))
      _dump_executedata(&(This->data));

    while (1) {
        LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
	BYTE size;
	WORD count;
	
	count = current->wCount;
	size = current->bSize;
	instr += sizeof(D3DINSTRUCTION);
	
	switch (current->bOpcode) {
	    case D3DOP_POINT: {
	        WARN("POINT-s          (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_LINE: {
	        WARN("LINE-s           (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_TRIANGLE: {
	        int i;
		D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
		TRACE("TRIANGLE         (%d)\n", count);
		
		if (count*3>This->nb_indices) {
		    This->nb_indices = count * 3;
                    HeapFree(GetProcessHeap(),0,This->indices);
		    This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
		}
			
		for (i = 0; i < count; i++) {
                    LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
		    TRACE_(d3d7)("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
		    TRACE_(d3d7)("  Flags : ");
		    if (TRACE_ON(d3d7)) {
			/* Wireframe */
			if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
	        	    TRACE_(d3d7)("EDGEENABLE1 ");
	    		if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
	        	    TRACE_(d3d7)("EDGEENABLE2 ");
	    		if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
	        	    TRACE_(d3d7)("EDGEENABLE3 ");
	    		/* Strips / Fans */
	    		if (ci->wFlags == D3DTRIFLAG_EVEN)
	        	    TRACE_(d3d7)("EVEN ");
	    		if (ci->wFlags == D3DTRIFLAG_ODD)
	        	    TRACE_(d3d7)("ODD ");
	    		if (ci->wFlags == D3DTRIFLAG_START)
	        	    TRACE_(d3d7)("START ");
	    		if ((ci->wFlags > 0) && (ci->wFlags < 30))
	       		    TRACE_(d3d7)("STARTFLAT(%d) ", ci->wFlags);
	    		TRACE_(d3d7)("\n");
        	    }
		    This->indices[(i * 3)    ] = ci->u1.v1;
		    This->indices[(i * 3) + 1] = ci->u2.v2;
		    This->indices[(i * 3) + 2] = ci->u3.v3;
                    instr += size;
		}
                /* IDirect3DDevices have color keying always enabled -
                 * enable it before drawing. This overwrites any ALPHA*
                 * render state
                 */
                IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
                                              WINED3DRS_COLORKEYENABLE,
                                              1);
                IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
				                      D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0);
	    } break;

	    case D3DOP_MATRIXLOAD:
	        WARN("MATRIXLOAD-s     (%d)\n", count);
	        instr += count * size;
	        break;

	    case D3DOP_MATRIXMULTIPLY: {
	        int i;
		TRACE("MATRIXMULTIPLY   (%d)\n", count);
		
		for (i = 0; i < count; i++) {
		    LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
                    LPD3DMATRIX a, b, c;

                    if(!ci->hDestMatrix || ci->hDestMatrix > lpDevice->numHandles ||
                       !ci->hSrcMatrix1 || ci->hSrcMatrix1 > lpDevice->numHandles ||
                       !ci->hSrcMatrix2 || ci->hSrcMatrix2 > lpDevice->numHandles) {
                        ERR("Handles out of bounds\n");
                    } else if (lpDevice->Handles[ci->hDestMatrix - 1].type != DDrawHandle_Matrix ||
                               lpDevice->Handles[ci->hSrcMatrix1 - 1].type != DDrawHandle_Matrix ||
                               lpDevice->Handles[ci->hSrcMatrix2 - 1].type != DDrawHandle_Matrix) {
                        ERR("Handle types invalid\n");
                    } else {
                        a = (LPD3DMATRIX) lpDevice->Handles[ci->hDestMatrix - 1].ptr;
                        b = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix1 - 1].ptr;
                        c = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix2 - 1].ptr;
                        TRACE("  Dest : %p  Src1 : %p  Src2 : %p\n",
                            a, b, c);
                        multiply_matrix(a,c,b);
                    }

                    instr += size;
		}
	    } break;

	    case D3DOP_STATETRANSFORM: {
	        int i;
		TRACE("STATETRANSFORM   (%d)\n", count);
		
		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

                    if(!ci->u2.dwArg[0]) {
                        ERR("Setting a NULL matrix handle, what should I do?\n");
                    } else if(ci->u2.dwArg[0] > lpDevice->numHandles) {
                        ERR("Handle %d is out of bounds\n", ci->u2.dwArg[0]);
                    } else if(lpDevice->Handles[ci->u2.dwArg[0] - 1].type != DDrawHandle_Matrix) {
                        ERR("Handle %d is not a matrix handle\n", ci->u2.dwArg[0]);
                    } else {
                        IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
                                                      ci->u1.drstRenderStateType, (LPD3DMATRIX) lpDevice->Handles[ci->u2.dwArg[0] - 1].ptr);
                    }
		    instr += size;
		}
	    } break;

	    case D3DOP_STATELIGHT: {
	        int i;
		TRACE("STATELIGHT       (%d)\n", count);
		
		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

                    TRACE("(%08x,%08x)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]);

		    if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
			ERR("Unexpected Light State Type\n");
		    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
			IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];

			if (mat != NULL) {
			    mat->activate(mat);
			} else {
			    FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
			}
		    }
		   else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
			switch (ci->u2.dwArg[0]) {
			    case D3DCOLOR_MONO:
			       ERR("DDCOLOR_MONO should not happen!\n");
			       break;
			    case D3DCOLOR_RGB:
			       /* We are already in this mode */
			       break;
			    default:
		               ERR("Unknown color model!\n");
			}
		    } else {
		    	D3DRENDERSTATETYPE rs = 0;
		    	switch (ci->u1.dlstLightStateType) {

		    	    case D3DLIGHTSTATE_AMBIENT:       /* 2 */
				rs = D3DRENDERSTATE_AMBIENT;
				break;		
			    case D3DLIGHTSTATE_FOGMODE:       /* 4 */
				rs = D3DRENDERSTATE_FOGVERTEXMODE;
				break;
			    case D3DLIGHTSTATE_FOGSTART:      /* 5 */
				rs = D3DRENDERSTATE_FOGSTART;
				break;
			    case D3DLIGHTSTATE_FOGEND:        /* 6 */
				rs = D3DRENDERSTATE_FOGEND;
				break;
			    case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
				rs = D3DRENDERSTATE_FOGDENSITY;
				break;
			    case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
				rs = D3DRENDERSTATE_COLORVERTEX;
				break;
			    default:
				break;
			}
			
		        IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
	                                		rs,ci->u2.dwArg[0]);
		   }

		   instr += size;
		}
	    } break;

	    case D3DOP_STATERENDER: {
	        int i;
		TRACE("STATERENDER      (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;
		    
		    IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
						    ci->u1.drstRenderStateType, ci->u2.dwArg[0]);

		    instr += size;
		}
	    } break;

            case D3DOP_PROCESSVERTICES:
            {
                /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
                 * IWineD3DDevice::ProcessVertices
                 */
                int i;
                D3DMATRIX view_mat, world_mat, proj_mat;
                TRACE("PROCESSVERTICES  (%d)\n", count);

                /* Get the transform and world matrix */
                /* Note: D3DMATRIX is compatible with WINED3DMATRIX */

                IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
                                            D3DTRANSFORMSTATE_VIEW,
                                            (WINED3DMATRIX*) &view_mat);

                IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
                                            D3DTRANSFORMSTATE_PROJECTION,
                                            (WINED3DMATRIX*) &proj_mat);

                IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
                                            D3DTRANSFORMSTATE_WORLD,
                                            (WINED3DMATRIX*) &world_mat);

		for (i = 0; i < count; i++) {
		    LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;

                    TRACE("  Start : %d Dest : %d Count : %d\n",
			  ci->wStart, ci->wDest, ci->dwCount);
		    TRACE("  Flags : ");
		    if (TRACE_ON(d3d7)) {
		        if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
			    TRACE("COPY ");
			if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
			    TRACE("NOCOLOR ");
			if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
			    TRACE("OPMASK ");
			if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
			    TRACE("TRANSFORM ");
			if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
			    TRACE("TRANSFORMLIGHT ");
			if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
			    TRACE("UPDATEEXTENTS ");
			TRACE("\n");
		    }
		    
		    /* This is where doing Direct3D on top on OpenGL is quite difficult.
		       This method transforms a set of vertices using the CURRENT state
		       (lighting, projection, ...) but does not rasterize them.
		       They will only be put on screen later (with the POINT / LINE and
		       TRIANGLE op-codes). The problem is that you can have a triangle
		       with each point having been transformed using another state...
		       
		       In this implementation, I will emulate only ONE thing : each
		       vertex can have its own "WORLD" transformation (this is used in the
		       TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
		       execute buffer use the same state.
		       
		       If I find applications that change other states, I will try to do a
		       more 'fine-tuned' state emulation (but I may become quite tricky if
		       it changes a light position in the middle of a triangle).
		       
		       In this case, a 'direct' approach (i.e. without using OpenGL, but
		       writing our own 3D rasterizer) would be easier. */
		    
		    /* The current method (with the hypothesis that only the WORLD matrix
		       will change between two points) is like this :
		       - I transform 'manually' all the vertices with the current WORLD
		         matrix and store them in the vertex buffer
		       - during the rasterization phase, the WORLD matrix will be set to
		         the Identity matrix */
		    
		    /* Enough for the moment */
		    if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
		        unsigned int nb;
			D3DVERTEX  *src = ((LPD3DVERTEX)  ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			D3DMATRIX *mat2 = &world_mat;
			D3DMATRIX mat;
			D3DVALUE nx,ny,nz;
			D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
			
			if (TRACE_ON(d3d7)) {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n", &view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &world_mat);
			    dump_D3DMATRIX(&world_mat);
			}

                        multiply_matrix(&mat,&view_mat,&world_mat);
                        multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    /* Normals transformation */
			    nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
			    ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
			    nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
			    
			    /* No lighting yet */
			    dst->u5.color = 0xFFFFFFFF; /* Opaque white */
			    dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
			    
			    dst->u7.tu  = src->u7.tu;
			    dst->u8.tv  = src->u8.tv;
			    
			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
				       + Viewport->dwX + Viewport->dwWidth / 2;
			    dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2
				       + Viewport->dwY + Viewport->dwHeight / 2;
			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;
			    
			}
		    } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
		        unsigned int nb;
			D3DLVERTEX *src  = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			D3DMATRIX mat;
			D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
			
			if (TRACE_ON(d3d7)) {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n",&view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &mat);
			    dump_D3DMATRIX(&mat);
			}

			multiply_matrix(&mat,&view_mat,&world_mat);
			multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    dst->u5.color = src->u4.color;
			    dst->u6.specular = src->u5.specular;
			    dst->u7.tu = src->u6.tu;
			    dst->u8.tv = src->u7.tv;
			    
			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
			    dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;
			}
		    } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
		        D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			
			memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
		    } else {
		        ERR("Unhandled vertex processing !\n");
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_TEXTURELOAD: {
	        WARN("TEXTURELOAD-s    (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_EXIT: {
	        TRACE("EXIT             (%d)\n", count);
		/* We did this instruction */
		instr += size;
		/* Exit this loop */
		goto end_of_buffer;
	    } break;

	    case D3DOP_BRANCHFORWARD: {
	        int i;
		TRACE("BRANCHFORWARD    (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DBRANCH ci = (LPD3DBRANCH) instr;

		    if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
		        if (!ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
			    instr = (char*)current + ci->dwOffset;
			    break;
			}
		    } else {
		        if (ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
			    instr = (char*)current + ci->dwOffset;
			    break;
			}
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_SPAN: {
	        WARN("SPAN-s           (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_SETSTATUS: {
	        int i;
		TRACE("SETSTATUS        (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATUS ci = (LPD3DSTATUS) instr;
		    
		    This->data.dsStatus = *ci;

		    instr += size;
		}
	    } break;

	    default:
	        ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
	        /* Try to save ... */
	        instr += count * size;
	        break;
	}
    }

end_of_buffer:
    ;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::QueryInterface
 *
 * Well, a usual QueryInterface function. Don't know fur sure which
 * interfaces it can Query.
 *
 * Params:
 *  riid: The interface ID queried for
 *  obj: Address to return the interface pointer at
 *
 * Returns:
 *  D3D_OK in case of a success (S_OK? Think it's the same)
 *  OLE_E_ENUM_NOMORE if the interface wasn't found.
 *   (E_NOINTERFACE?? Don't know what I really need)
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
                                          REFIID riid,
                                          void **obj)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj);

    *obj = NULL;

    if ( IsEqualGUID( &IID_IUnknown,  riid ) ) {
        IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
	*obj = iface;
	TRACE("  Creating IUnknown interface at %p.\n", *obj);
	return S_OK;
    }
    if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
        IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
        *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
	TRACE("  Creating IDirect3DExecuteBuffer interface %p\n", *obj);
	return S_OK;
    }
    FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
    return E_NOINTERFACE;
}


/*****************************************************************************
 * IDirect3DExecuteBuffer::AddRef
 *
 * A normal AddRef method, nothing special
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI
IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    ULONG ref = InterlockedIncrement(&This->ref);

    FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);

    return ref;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Release
 *
 * A normal Release method, nothing special
 *
 * Returns:
 *  The new refcount
 *
 *****************************************************************************/
static ULONG WINAPI
IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    ULONG ref = InterlockedDecrement(&This->ref);

    TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);

    if (!ref) {
        if (This->need_free)
	    HeapFree(GetProcessHeap(),0,This->desc.lpData);
        HeapFree(GetProcessHeap(),0,This->vertex_data);
        HeapFree(GetProcessHeap(),0,This->indices);
	HeapFree(GetProcessHeap(),0,This);
	return 0;
    }

    return ref;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Initialize
 *
 * Initializes the Execute Buffer. This method exists for COM compliance
 * Nothing to do here.
 *
 * Returns:
 *  D3D_OK
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
                                        IDirect3DDevice *lpDirect3DDevice,
                                        D3DEXECUTEBUFFERDESC *lpDesc)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
    return D3D_OK;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Lock
 *
 * Locks the buffer, so the app can write into it.
 *
 * Params:
 *  Desc: Pointer to return the buffer description. This Description contains
 *        a pointer to the buffer data.
 *
 * Returns:
 *  This implementation always returns D3D_OK
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
                                D3DEXECUTEBUFFERDESC *lpDesc)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    DWORD dwSize;
    TRACE("(%p)->(%p)\n", This, lpDesc);

    dwSize = lpDesc->dwSize;
    memset(lpDesc, 0, dwSize);
    memcpy(lpDesc, &This->desc, dwSize);
    
    if (TRACE_ON(d3d7)) {
        TRACE("  Returning description :\n");
	_dump_D3DEXECUTEBUFFERDESC(lpDesc);
    }
    return D3D_OK;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Unlock
 *
 * Unlocks the buffer. We don't have anything to do here
 *
 * Returns:
 *  This implementation always returns D3D_OK
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    TRACE("(%p)->() no-op...\n", This);
    return D3D_OK;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::SetExecuteData
 *
 * Sets the execute data. This data is used to describe the buffer's content
 *
 * Params:
 *  Data: Pointer to a D3DEXECUTEDATA structure containing the data to
 *  assign
 *
 * Returns:
 *  D3D_OK on success
 *  DDERR_OUTOFMEMORY if the vertex buffer allocation failed
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
                                          D3DEXECUTEDATA *lpData)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    DWORD nbvert;
    TRACE("(%p)->(%p)\n", This, lpData);

    memcpy(&This->data, lpData, lpData->dwSize);

    /* Get the number of vertices in the execute buffer */
    nbvert = This->data.dwVertexCount;
    
    /* Prepares the transformed vertex buffer */
    HeapFree(GetProcessHeap(), 0, This->vertex_data);
    This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));

    if (TRACE_ON(d3d7)) {
        _dump_executedata(lpData);
    }

    return D3D_OK;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::GetExecuteData
 *
 * Returns the data in the execute buffer
 *
 * Params:
 *  Data: Pointer to a D3DEXECUTEDATA structure used to return data
 *
 * Returns:
 *  D3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
                                          D3DEXECUTEDATA *lpData)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    DWORD dwSize;
    TRACE("(%p)->(%p): stub!\n", This, lpData);

    dwSize = lpData->dwSize;
    memset(lpData, 0, dwSize);
    memcpy(lpData, &This->data, dwSize);

    if (TRACE_ON(d3d7)) {
        TRACE("Returning data :\n");
	_dump_executedata(lpData);
    }

    return DD_OK;
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Validate
 *
 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
 * currently implemented"
 *
 * Params:
 *  ?
 *
 * Returns:
 *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
                                    DWORD *Offset,
                                    LPD3DVALIDATECALLBACK Func,
                                    void *UserArg,
                                    DWORD Reserved)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
    return DDERR_UNSUPPORTED; /* Unchecked */
}

/*****************************************************************************
 * IDirect3DExecuteBuffer::Optimize
 *
 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
 * currently supported"
 *
 * Params:
 *  Dummy: Seems to be an unused dummy ;)
 *
 * Returns:
 *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
                                    DWORD Dummy)
{
    ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
    TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
    return DDERR_UNSUPPORTED; /* Unchecked */
}

const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
{
    IDirect3DExecuteBufferImpl_QueryInterface,
    IDirect3DExecuteBufferImpl_AddRef,
    IDirect3DExecuteBufferImpl_Release,
    IDirect3DExecuteBufferImpl_Initialize,
    IDirect3DExecuteBufferImpl_Lock,
    IDirect3DExecuteBufferImpl_Unlock,
    IDirect3DExecuteBufferImpl_SetExecuteData,
    IDirect3DExecuteBufferImpl_GetExecuteData,
    IDirect3DExecuteBufferImpl_Validate,
    IDirect3DExecuteBufferImpl_Optimize,
};
